diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,339 @@
+             GNU GENERAL PUBLIC LICENSE
+                Version 2, June 1991
+
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diff --git a/README.md b/README.md
new file mode 100644
--- /dev/null
+++ b/README.md
@@ -0,0 +1,5 @@
+# hchesslib
+
+[![Build Status](https://travis-ci.org/nablaa/hchesslib.png?branch=master)](https://travis-ci.org/nablaa/hchesslib)
+
+hchesslib is a simple chess library for Haskell.
diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,2 @@
+import Distribution.Simple
+main = defaultMain
diff --git a/hchesslib.cabal b/hchesslib.cabal
new file mode 100644
--- /dev/null
+++ b/hchesslib.cabal
@@ -0,0 +1,66 @@
+-- Initial hirchess.cabal generated by cabal init.  For further
+-- documentation, see http://haskell.org/cabal/users-guide/
+
+name:                hchesslib
+version:             0.1.0.0
+synopsis:            Chess library
+description:         Library implementing chess rules.
+license:             GPL-2
+license-file:        LICENSE
+author:              Miika-Petteri Matikainen
+maintainer:          miikapetteri@gmail.com
+homepage:            https://github.com/nablaa/hchesslib
+-- copyright:
+category:            Game
+build-type:          Simple
+extra-source-files:  README.md
+cabal-version:       >=1.10
+
+source-repository head
+  type:                 git
+  location:             https://github.com/nablaa/hchesslib
+
+Library
+  Default-Language:     Haskell2010
+  Hs-Source-Dirs:       src
+
+  exposed-modules:      Chess, Chess.FEN
+
+  other-modules:        Chess.Internal.Piece,
+                        Chess.Internal.Board,
+                        Chess.Internal.Move,
+                        Chess.Internal.FEN,
+                        Chess.Internal.Notation
+                        Chess.Internal.Game
+
+  Build-depends:        base >= 4 && < 5
+                        , array >= 0.4
+                        , containers >= 0.4
+                        , attoparsec
+                        , text
+
+Test-Suite spec
+  Type:                 exitcode-stdio-1.0
+  Default-Language:     Haskell2010
+  Hs-Source-Dirs:       src, test, test/Chess
+  Ghc-Options:          -Wall -Werror
+  Main-Is:              Spec.hs
+
+  Build-Depends:        base >= 4 && < 5
+                        , hspec >= 1.5
+                        , QuickCheck
+                        , array >= 0.4
+                        , containers >= 0.4
+                        , attoparsec
+                        , text
+                        , hchesslib
+
+Test-suite hlint
+  type:                 exitcode-stdio-1.0
+  Default-language:     Haskell2010
+  Hs-source-dirs:       src, test, test/Chess
+  Main-is:              HLint.hs
+
+  Build-depends:        base >= 4 && < 5
+                        , hlint >= 1.8
+                        , hchesslib
diff --git a/src/Chess.hs b/src/Chess.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess.hs
@@ -0,0 +1,91 @@
+-- |
+-- Module      :  Chess
+-- Copyright   :  Miika-Petteri Matikainen 2014
+-- License     :  GPL-2
+--
+-- Maintainer  :  miikapetteri@gmail.com
+-- Stability   :  experimental
+-- Portability :  unknown
+--
+-- Simple chess library for implementing chess games.
+module Chess (
+              Chess.Internal.Board.Board,
+              Chess.Internal.Board.Coordinates,
+              Chess.Internal.Board.Square(..),
+              Chess.Internal.Move.GameState,
+              Chess.Internal.Move.currentPlayer,
+              Chess.Internal.Piece.Color(..),
+              Chess.Internal.Piece.Piece(..),
+              Chess.Internal.Piece.PieceType(..),
+              board,
+              fullMoveNumber,
+              isCheckmate,
+              isDraw,
+              isLegalMove,
+              isStalemate,
+              move,
+              newGame,
+              pieceAt,
+              winner,
+              ) where
+
+import Chess.Internal.Board
+import Chess.Internal.Move
+import Chess.Internal.Piece
+import qualified Chess.Internal.Game as G
+import qualified Chess.Internal.Notation as N
+
+-- | Has the game ended in checkmate
+isCheckmate :: GameState -> Bool
+isCheckmate = G.isCheckmate
+
+-- | Has the game ended in stalemate
+isStalemate :: GameState -> Bool
+isStalemate = G.isStalemate
+
+-- | Is the game draw? I.e. is the game stalemate or is the game draw by
+-- insufficient material.
+isDraw :: GameState -> Bool
+isDraw = G.isDraw
+
+-- | Returns the winner of the game if any
+winner :: GameState -> Maybe Color
+winner = G.getWinner
+
+-- | Is the given move legal. The only supported move format at the moment
+-- is coordinate notation.
+isLegalMove :: GameState
+            -> String    -- ^ Move in coordinate notation. E.g. "e2-e4" or "b1-c3"
+            -> Bool
+isLegalMove game moveStr = case N.parseMove game moveStr of
+                                   Just m -> m `elem` generateAllMoves game
+                                   Nothing -> False
+
+-- | Make a move. The only supported move format at the moment is coordinate
+-- notation.
+move :: GameState
+     -> String          -- ^ Move in coordinate notation. E.g. "e2-e4" or "b1-c3"
+     -> Maybe GameState
+move game moveStr = do m <- N.parseMove game moveStr
+                       case G.applyMove game m of
+                               Left _ -> Nothing
+                               Right game' -> Just game'
+
+-- | Current board state in the game
+board :: GameState -> Board
+board = stateBoard
+
+-- | Get initial game state
+newGame :: GameState
+newGame = initialState
+
+-- | Get the piece at the given coordinate
+pieceAt :: Board
+        -> String      -- ^ Square coordinate. E.g. "e4"
+        -> Maybe Piece
+pieceAt b coordinateStr = do coords <- parseCoordinate coordinateStr
+                             getPiece b coords
+
+-- | Full move number. Incremented after black's move.
+fullMoveNumber :: GameState -> Integer
+fullMoveNumber = moveNumber
diff --git a/src/Chess/FEN.hs b/src/Chess/FEN.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess/FEN.hs
@@ -0,0 +1,36 @@
+-- |
+-- Module      :  Chess.FEN
+-- Copyright   :  Miika-Petteri Matikainen 2014
+-- License     :  GPL-2
+--
+-- Maintainer  :  miikapetteri@gmail.com
+-- Stability   :  experimental
+-- Portability :  unknown
+--
+-- Parsing chess games from FEN notation
+-- (https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation).
+module Chess.FEN (writeFEN, readFEN) where
+
+import Chess.Internal.Move
+import Chess.Internal.FEN
+
+-- | Write the current game state as FEN notation
+writeFEN :: GameState -> String
+writeFEN state = unwords [writeBoard (stateBoard state),
+                          writePlayer (currentPlayer state),
+                          writeCastlings (whiteCastlingsPossible state) (blackCastlingsPossible state),
+                          writeEnPassant (enPassantSquare state),
+                          show (halfmoveClock state),
+                          show (moveNumber state)]
+
+-- | Parse game state from FEN notation
+readFEN :: String -> Maybe GameState
+readFEN str | length parts /= 6 = Nothing
+            | otherwise = do board' <- readBoard $ head parts
+                             player <- readPlayer $ parts !! 1
+                             castlings <- readCastlings $ parts !! 2
+                             enPassant <- readEnPassant $ parts !! 3
+                             halfmoves <- readNumberWithLimit 0 $ parts !! 4
+                             moves <- readNumberWithLimit 1 $ parts !! 5
+                             return $ uncurry (State board' player) castlings enPassant halfmoves moves
+        where parts = words str
diff --git a/src/Chess/Internal/Board.hs b/src/Chess/Internal/Board.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess/Internal/Board.hs
@@ -0,0 +1,214 @@
+module Chess.Internal.Board (Board, Coordinates, initialBoard, emptyBoard, printBoardCompact,
+                    parseCoordinate, isInsideBoard, getPiece, movePiece,
+                    parseBoardCompact, printCoordinate, isEmpty, isOpponentSquare,
+                    firstPieceInSquareList, iterateDirectionInsideBoard,
+                    getKingSquare, rookPattern, bishopPattern, knightPattern,
+                    queenPattern, isSquareThreatened, sumSquares,
+                    isCheck, getSquaresWithOwner, addPiece, removePiece,
+                    getPlayerPieces, getSquareColor, getSquaresWithPieces, Square(..)) where
+
+import Data.Array
+import Data.Char
+import Data.List
+import Data.Maybe
+import Chess.Internal.Piece
+
+data Square = Square Piece | Empty
+              deriving (Eq, Show)
+
+
+-- | Coordinate format:
+--
+-- @
+-- (rank, file)
+-- (0,0)          (0,7)
+--    +---> file
+--    |
+--    |
+--    v
+--   rank
+--  (7,0)         (7,7)
+-- -
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 8 | (0,0) | (0,1) | (0,2) | (0,3) | (0,4) | (0,5) | (0,6) | (0,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 7 | (1,0) | (1,1) | (1,2) | (1,3) | (1,4) | (1,5) | (1,6) | (1,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 6 | (2,0) | (2,1) | (2,2) | (2,3) | (2,4) | (2,5) | (2,6) | (2,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 5 | (3,0) | (3,1) | (3,2) | (3,3) | (3,4) | (3,5) | (3,6) | (3,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 4 | (4,0) | (4,1) | (4,2) | (4,3) | (4,4) | (4,5) | (4,6) | (4,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 3 | (5,0) | (5,1) | (5,2) | (5,3) | (5,4) | (5,5) | (5,6) | (5,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 2 | (6,0) | (6,1) | (6,2) | (6,3) | (6,4) | (6,5) | (6,6) | (6,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+-- 1 | (7,0) | (7,1) | (7,2) | (7,3) | (7,4) | (7,5) | (7,6) | (7,7) |
+--   +-------+-------+-------+-------+-------+-------+-------+-------+
+--       a       b       c       d       e       f       g       h
+--  @
+--
+type Coordinates = (Int, Int)
+type Board = Array Coordinates Square
+
+initialBoard :: Board
+initialBoard = listArray ((0, 0), (7, 7)) rows
+    where officerRow color = map (Square . Piece color) [Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook]
+          pawnRow color = replicate 8 $ (Square . Piece color) Pawn
+          rows = officerRow Black ++ pawnRow Black ++ replicate 32 Empty ++ pawnRow White ++ officerRow White
+
+emptyBoard :: Board
+emptyBoard = listArray ((0, 0), (7, 7)) (repeat Empty)
+
+squareToChar :: Square -> Char
+squareToChar Empty = ' '
+squareToChar (Square p) = head $ printPiece p
+
+printBoardCompact :: Board -> String
+printBoardCompact board = toLines $ foldr f "" (elems board)
+    where f = (:) . squareToChar
+          toLines [] = []
+          toLines str = take 8 str ++ "\n" ++ toLines (drop 8 str)
+
+isInsideBoard :: Coordinates -> Bool
+isInsideBoard (i, j) = i >= 0 && i <= 7 && j >= 0 && j <= 7
+
+parseCoordinate :: String -> Maybe Coordinates
+parseCoordinate (column:row:[]) | isInsideBoard coordinates = Just coordinates
+                                    | otherwise = Nothing
+    where coordinates = (ord '8' - ord row, ord column - ord 'a')
+parseCoordinate _ = Nothing
+
+printCoordinate :: Coordinates -> String
+printCoordinate (r, c) = [chr (ord 'a' + c), intToDigit (8 - r)]
+
+movePiece :: Coordinates -> Coordinates -> Board -> Maybe Board
+movePiece start end _ | not (isInsideBoard start) || not (isInsideBoard end) = Nothing
+movePiece start end board = case startPiece of
+                                    Nothing -> Nothing
+                                    Just piece -> Just $ addPiece board' end piece
+        where startPiece = getPiece board start
+              board' = removePiece board start
+
+addPiece :: Board -> Coordinates -> Piece -> Board
+addPiece board coordinates = updateBoard board coordinates . Square
+
+removePiece :: Board -> Coordinates -> Board
+removePiece board coordinates = updateBoard board coordinates Empty
+
+updateBoard :: Board -> Coordinates -> Square -> Board
+updateBoard board coordinates square = board // [(coordinates, square)]
+
+getPiece :: Board -> Coordinates -> Maybe Piece
+getPiece board coordinates | inRange (bounds board) coordinates = f $ board ! coordinates
+                           where f Empty = Nothing
+                                 f (Square piece) = Just piece
+getPiece _ _ = Nothing
+
+isEmpty :: Board -> Coordinates -> Bool
+isEmpty board coordinates = isNothing $ getPiece board coordinates
+
+isPlayerSquare :: Board -> Color -> Coordinates -> Bool
+isPlayerSquare board player coordinates = case getPiece board coordinates of
+                                                  Nothing -> False
+                                                  Just (Piece color _) -> color == player
+
+isOpponentSquare :: Board -> Coordinates -> Color -> Bool
+isOpponentSquare board coordinates player = isPlayerSquare board (opponent player) coordinates
+
+parseBoardCompact :: String -> Maybe Board
+parseBoardCompact str | length str /= 72 = Nothing
+                      | length rows /= 8 || nub (map length rows) /= [8] = Nothing
+                      | otherwise = squares >>= boardFromSquares
+        where rows = lines str
+              squares = mapM parseSquare (concat rows)
+
+parseSquare :: Char -> Maybe Square
+parseSquare ' ' = Just Empty
+parseSquare c = case parsePiece c of
+                        Nothing -> Nothing
+                        Just piece -> Just $ Square piece
+
+boardFromSquares :: [Square] -> Maybe Board
+boardFromSquares squares | length squares /= 64 = Nothing
+                         | otherwise = Just $ listArray ((0, 0), (7, 7)) squares
+
+firstPieceInSquareList :: Board -> [Coordinates] -> Maybe Piece
+firstPieceInSquareList board coordinates = case firstNonEmpty of
+                                                   [] -> Nothing
+                                                   (coordinate:_) -> getPiece board coordinate
+        where firstNonEmpty = dropWhile (isEmpty board) coordinates
+
+iterateDirectionInsideBoard :: Coordinates -> (Int, Int) -> [Coordinates]
+iterateDirectionInsideBoard start direction = tail $ takeWhile isInsideBoard $ iterate (sumSquares direction) start
+
+sumSquares :: (Int, Int) -> (Int, Int) -> (Int, Int)
+sumSquares (x1, y1) (x2, y2) = (x1 + x2, y1 + y2)
+
+getKingSquare :: Board -> Color -> Coordinates
+getKingSquare board player = fromJust $ rlookup (Square (Piece player King)) $ assocs board
+        where rlookup x = lookup x . map swap
+              swap (x, y) = (y, x)
+
+rookPattern :: [(Int, Int)]
+rookPattern = [(-1, 0), (1, 0), (0, -1), (0, 1)]
+
+bishopPattern :: [(Int, Int)]
+bishopPattern = [(-1, -1), (-1, 1), (1, -1), (1, 1)]
+
+queenPattern :: [(Int, Int)]
+queenPattern = rookPattern ++ bishopPattern
+
+knightPattern :: [(Int, Int)]
+knightPattern = [(-2, -1), (-1, -2), (1, -2), (2, -1), (-2, 1), (-1, 2), (1, 2), (2, 1)]
+
+isSquareThreatened :: Board -> Color -> Coordinates -> Bool
+isSquareThreatened board opponentPlayer coords = knightsThreaten || pawnsThreaten || otherPiecesThreaten || kingsThreaten || rookOrQueenThreatens || bishopOrQueenThreatens
+        where knightSquares = map (sumSquares coords) knightPattern
+              knightsThreaten = any isOpponentKnight knightSquares
+              isOpponentKnight square = case getPiece board square of
+                                                Just (Piece player Knight) -> player == opponentPlayer
+                                                _ -> False
+              pawnsThreaten = any isOpponentPawn $ map (sumSquares coords) pawnSquares
+              pawnSquares = case opponentPlayer of
+                                    White -> [(1, -1), (1, 1)]
+                                    Black -> [(-1, -1), (-1, 1)]
+              isOpponentPawn square = case getPiece board square of
+                                              Just (Piece player Pawn) -> player == opponentPlayer
+                                              _ -> False
+              otherPiecesThreaten = False
+              kingSquares = map (sumSquares coords) queenPattern
+              kingsThreaten = any isOpponentKing kingSquares
+              isOpponentKing square  = case getPiece board square of
+                                                Just (Piece player King) -> player == opponentPlayer
+                                                _ -> False
+              potentialOpponentRookQueenPieces = mapMaybe (firstPieceInSquareList board . iterateDirectionInsideBoard coords) rookPattern
+              rookOrQueenThreatens = any isOpponentRookOrQueen potentialOpponentRookQueenPieces
+              isOpponentRookOrQueen (Piece color piecetype) = color == opponentPlayer && piecetype `elem` [Rook, Queen]
+              potentialOpponentBishopQueenPieces = mapMaybe (firstPieceInSquareList board . iterateDirectionInsideBoard coords) bishopPattern
+              bishopOrQueenThreatens = any isOpponentBishopOrQueen potentialOpponentBishopQueenPieces
+              isOpponentBishopOrQueen (Piece color piecetype) = color == opponentPlayer && piecetype `elem` [Bishop, Queen]
+
+isCheck :: Board -> Color -> Bool
+isCheck board player = isSquareThreatened board (opponent player) kingSquare
+        where kingSquare = getKingSquare board player
+
+getSquaresWithOwner :: Board -> Color -> [Coordinates]
+getSquaresWithOwner board player = filter (isPlayerSquare board player) (indices board)
+
+getSquaresWithPieces :: Board -> PieceType -> [Coordinates]
+getSquaresWithPieces board piecetype = filter (isPieceSquare board piecetype) (indices board)
+
+isPieceSquare :: Board -> PieceType -> Coordinates -> Bool
+isPieceSquare board piecetype square = case getPiece board square of
+                                               Just (Piece _ t) -> t == piecetype
+                                               Nothing -> False
+
+getPlayerPieces :: Board -> Color -> [PieceType]
+getPlayerPieces board player = map (typeFromPiece . fromJust . getPiece board) (getSquaresWithOwner board player)
+        where typeFromPiece (Piece _ pieceType) = pieceType
+
+getSquareColor :: Coordinates -> Color
+getSquareColor (row, column) | (row + column) `mod` 2 == 0 = White
+                             | otherwise = Black
diff --git a/src/Chess/Internal/FEN.hs b/src/Chess/Internal/FEN.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess/Internal/FEN.hs
@@ -0,0 +1,83 @@
+module Chess.Internal.FEN where
+
+import Chess.Internal.Move
+import Chess.Internal.Board
+import Chess.Internal.Piece
+import Data.List
+import Data.Char
+import Data.Maybe
+
+writeBoard :: Board -> String
+writeBoard = intercalate "/" . lines . concatMap emptyToNum . group . printBoardCompact
+    where emptyToNum str@(' ':_) = show $ length str
+          emptyToNum str = str
+
+writePlayer :: Color -> String
+writePlayer White = "w"
+writePlayer Black = "b"
+
+writeCastlings :: [CastlingType] -> [CastlingType] -> String
+writeCastlings [] [] = "-"
+writeCastlings white black = sort (map (castlingToChar White) white ++ map (castlingToChar Black) black)
+        where castlingToChar White Long = 'Q'
+              castlingToChar White Short = 'K'
+              castlingToChar Black Long = 'q'
+              castlingToChar Black Short = 'k'
+
+writeEnPassant :: Maybe Coordinates -> String
+writeEnPassant Nothing = "-"
+writeEnPassant (Just coordinate) = printCoordinate coordinate
+
+readBoard :: String -> Maybe Board
+readBoard str | length parts /= 8 = Nothing
+              | otherwise = parseBoardCompact $ unlines parts
+    where numToEmpty x | isNumber x = replicate (digitToInt x) ' '
+                       | otherwise = [x]
+          parts = split (== '/') $ concatMap numToEmpty str
+
+readPlayer :: String -> Maybe Color
+readPlayer "w" = Just White
+readPlayer "b" = Just Black
+readPlayer _ = Nothing
+
+readCastlings :: String -> Maybe ([CastlingType], [CastlingType])
+readCastlings "-" = Just ([], [])
+readCastlings str = case readCastlings' str of
+                            Nothing -> Nothing
+                            Just (whites, blacks) -> if castlingCountValid whites && castlingCountValid blacks then Just (whites, blacks)
+                                                                                                               else Nothing
+        where castlingCountValid castlings = sort (nub castlings) == sort castlings
+
+readCastlings' :: String -> Maybe ([CastlingType], [CastlingType])
+readCastlings' str = do whiteCastlings <- mapM toCastling whites
+                        blackCastlings <- mapM toCastling blacks
+                        return (whiteCastlings, blackCastlings)
+        where whites = filter isUpper str
+              blacks = filter isLower str
+              toCastling 'q' = Just Long
+              toCastling 'k' = Just Short
+              toCastling 'Q' = Just Long
+              toCastling 'K' = Just Short
+              toCastling _ = Nothing
+
+readEnPassant :: String -> Maybe (Maybe Coordinates)
+readEnPassant "-" = Just Nothing
+readEnPassant str = case parseCoordinate str of
+                      Nothing -> Nothing
+                      coordinate -> Just coordinate
+
+readNumberWithLimit :: (Ord a, Read a) => a -> String -> Maybe a
+readNumberWithLimit limit str = case readMaybe str of
+                                        Nothing -> Nothing
+                                        Just number -> if number >= limit
+                                                         then Just number
+                                                         else Nothing
+
+readMaybe :: Read a => String -> Maybe a
+readMaybe = fmap fst . listToMaybe . filter (null . snd) . reads
+
+split :: (Char -> Bool) -> String -> [String]
+split p str = case dropWhile p str of
+                "" -> []
+                str' -> w : split p str''
+                    where (w, str'') = break p str'
diff --git a/src/Chess/Internal/Game.hs b/src/Chess/Internal/Game.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess/Internal/Game.hs
@@ -0,0 +1,107 @@
+module Chess.Internal.Game (applyMove, isCheckmate, isStalemate, isInsufficientMaterial,
+                   isDraw, getWinner) where
+
+import Data.List
+import Chess.Internal.Piece
+import Chess.Internal.Move
+import Chess.Internal.Board
+import Data.Maybe
+
+applyMove :: GameState -> Move -> Either MoveError GameState
+applyMove game move = case moveError of
+                              Just mError -> Left mError
+                              Nothing -> Right newGame
+        where moveError = isMoveError game move
+              newGame = State (updateBoard game move)
+                              (updatePlayer game)
+                              (updateWhiteCastlings game move)
+                              (updateBlackCastlings game move)
+                              (updateEnPassantSquare move)
+                              (updateHalfMoveClock game move)
+                              (updateMoveNumber game)
+
+updateBoard :: GameState -> Move -> Board
+updateBoard game move = fromJust $ boardAfterMove (stateBoard game) move
+
+updatePlayer :: GameState -> Color
+updatePlayer game = opponent (currentPlayer game)
+
+updateWhiteCastlings :: GameState -> Move -> [CastlingType]
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Movement (Piece White Rook) (7, 0) _) = delete Long castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Movement (Piece White Rook) (7, 7) _) = delete Short castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece White Rook) (7, 0) _) = delete Long castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece White Rook) (7, 7) _) = delete Short castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece Black _) _ (7, 0)) = delete Long castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece Black _) _ (7, 7)) = delete Short castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Promotion (Piece Black _) _ (7, 0) _) = delete Long castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Promotion (Piece Black _) _ (7, 7) _) = delete Short castlings
+updateWhiteCastlings (State _ _ castlings _ _ _ _) move = updateCastlings White castlings move
+
+updateBlackCastlings :: GameState -> Move -> [CastlingType]
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Movement (Piece Black Rook) (0, 0) _) = delete Long castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Movement (Piece Black Rook) (0, 7) _) = delete Short castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece Black Rook) (0, 0) _) = delete Long castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece Black Rook) (0, 7) _) = delete Short castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece White _) _ (0, 0)) = delete Long castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece White _) _ (0, 7)) = delete Short castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Promotion (Piece White _) _ (0, 0) _) = delete Long castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) (Promotion (Piece White _) _ (0, 7) _) = delete Short castlings
+updateBlackCastlings (State _ _ _ castlings _ _ _) move = updateCastlings Black castlings move
+
+updateCastlings :: Color -> [CastlingType] -> Move -> [CastlingType]
+updateCastlings player _ (Castling movePlayer _) | player == movePlayer = []
+updateCastlings player _ (Movement (Piece movePlayer King) _ _) | player == movePlayer = []
+updateCastlings player _ (Capture (Piece movePlayer King) _ _) | player == movePlayer = []
+updateCastlings _ castlings _ = castlings
+
+updateEnPassantSquare :: Move -> Maybe Coordinates
+updateEnPassantSquare (PawnDoubleMove (Piece White Pawn) _ (row, col)) = Just (row + 1, col)
+updateEnPassantSquare (PawnDoubleMove (Piece Black Pawn) _ (row, col)) = Just (row - 1, col)
+updateEnPassantSquare _ = Nothing
+
+updateHalfMoveClock :: GameState -> Move -> Integer
+updateHalfMoveClock _ Capture{} = 0
+updateHalfMoveClock _ (Movement (Piece _ Pawn) _ _) = 0
+updateHalfMoveClock _ (PawnDoubleMove (Piece _ Pawn) _ _) = 0
+updateHalfMoveClock _ (Promotion (Piece _ Pawn) _ _ _) = 0
+updateHalfMoveClock (State _ _ _ _ _ number _) _ = number + 1
+
+updateMoveNumber :: GameState -> Integer
+updateMoveNumber (State _ White _ _ _ _ number) = number
+updateMoveNumber (State _ Black _ _ _ _ number) = number + 1
+
+isCheckmate :: GameState -> Bool
+isCheckmate game@(State board player _ _ _ _ _) = null (generateAllMoves game) && isCheck board player
+
+isStalemate :: GameState -> Bool
+isStalemate game@(State board player _ _ _ _ _) = null (generateAllMoves game) && not (isCheck board player)
+
+isInsufficientMaterial :: GameState -> Bool
+isInsufficientMaterial game = isInsufficientMaterialByPieces whitePieces blackPieces || isInsufficientMaterialWithBishops board whitePieces blackPieces
+        where board = stateBoard game
+              whitePieces = delete King $ getPlayerPieces board White
+              blackPieces = delete King $ getPlayerPieces board Black
+
+isInsufficientMaterialByPieces :: [PieceType] -> [PieceType] -> Bool
+isInsufficientMaterialByPieces [] [] = True
+isInsufficientMaterialByPieces [Bishop] [] = True
+isInsufficientMaterialByPieces [Knight] [] = True
+isInsufficientMaterialByPieces [] [Bishop] = True
+isInsufficientMaterialByPieces [] [Knight] = True
+isInsufficientMaterialByPieces _ _ = False
+
+isInsufficientMaterialWithBishops :: Board -> [PieceType] -> [PieceType] -> Bool
+isInsufficientMaterialWithBishops _ white black | not (onlyBishops white && onlyBishops black) = False
+        where onlyBishops pieces = not (any (/= Bishop) pieces)
+isInsufficientMaterialWithBishops board _ _ = bishopsOnWhite /= bishopsOnBlack
+        where whiteSquaresWithBishops = filter (\x -> getSquareColor x == White) $ getSquaresWithPieces board Bishop
+              blackSquaresWithBishops = filter (\x -> getSquareColor x == Black) $ getSquaresWithPieces board Bishop
+              bishopsOnWhite = not (null whiteSquaresWithBishops)
+              bishopsOnBlack = not (null blackSquaresWithBishops)
+
+isDraw :: GameState -> Bool
+isDraw game = isStalemate game || isInsufficientMaterial game
+
+getWinner :: GameState -> Maybe Color
+getWinner game | isCheckmate game = Just $ opponent $ currentPlayer game
+               | otherwise = Nothing
diff --git a/src/Chess/Internal/Move.hs b/src/Chess/Internal/Move.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess/Internal/Move.hs
@@ -0,0 +1,254 @@
+module Chess.Internal.Move (GameState(..), Move(..), CastlingType(..),
+                   MoveError(..), isRightPlayerMove,
+                   isMoveError, initialState,
+                   isCorrectStartPiece, areCoordinatesValid,
+                   generateAllRookMoves, iterateMovementSquares,
+                   iterateDirection, generateAllBishopMoves,
+                   generateAllQueenMoves, generateAllKnightMoves,
+                   generateAllKingMoves, generateAllPawnMoves,
+                   generateAllPotentialMoves, boardAfterMove,
+                   generateAllMoves)  where
+
+import Chess.Internal.Piece
+import Chess.Internal.Board
+import Data.Maybe
+
+data GameState = State {
+      stateBoard :: Board
+    , currentPlayer :: Color
+    , whiteCastlingsPossible :: [CastlingType]
+    , blackCastlingsPossible :: [CastlingType]
+    , enPassantSquare :: Maybe Coordinates
+    , halfmoveClock :: Integer
+    , moveNumber :: Integer
+    } deriving (Eq, Show)
+
+data Move = Movement Piece Coordinates Coordinates
+          | Capture Piece Coordinates Coordinates
+          | Castling Color CastlingType
+          | EnPassant Piece Coordinates Coordinates
+          | Promotion Piece Coordinates Coordinates PieceType
+          | PawnDoubleMove Piece Coordinates Coordinates
+          deriving (Show, Eq)
+
+data CastlingType = Short | Long
+                  deriving (Show, Eq, Ord)
+
+data MoveError = WrongPlayer | WrongPiece | InvalidMove | InCheck | InvalidCoordinates
+               deriving (Show, Eq)
+
+initialState :: GameState
+initialState = State initialBoard White [Short, Long] [Short, Long] Nothing 0 1
+
+generateAllMoves :: GameState -> [Move]
+generateAllMoves game = filter isLegalMove $ generateAllPotentialMoves game
+        where isLegalMove move = isNothing (isMoveError game move)
+
+isInCheckAfterMove :: GameState -> Move -> Bool
+isInCheckAfterMove game move = case newBoard of
+                                       Nothing -> False
+                                       Just b -> isCheck b (currentPlayer game)
+        where board = stateBoard game
+              newBoard = boardAfterMove board move
+
+isCorrectPiece :: GameState -> Move -> Bool
+isCorrectPiece (State board _ _ _ _ _ _) (Movement piece start _) = isCorrectStartPiece board piece start
+isCorrectPiece (State board _ _ _ _ _ _) (Capture piece start _) = isCorrectStartPiece board piece start
+isCorrectPiece (State board _ _ _ _ _ _) (EnPassant piece start _) = isCorrectStartPiece board piece start
+isCorrectPiece (State board _ _ _ _ _ _) (Promotion piece start _ _) = isCorrectStartPiece board piece start
+isCorrectPiece (State board _ _ _ _ _ _) (PawnDoubleMove piece start _) = isCorrectStartPiece board piece start
+isCorrectPiece _ (Castling _ _) = True
+
+isMoveError :: GameState -> Move -> Maybe MoveError
+isMoveError game move | not (isCorrectPlayer game move) = Just WrongPlayer
+                      | not (isCorrectPiece game move) = Just WrongPiece
+                      | not (isCorrectBoardMove game move) = Just InvalidCoordinates
+                      | isInCheckAfterMove game move = Just InCheck
+                      | move `notElem` generateAllPotentialMoves game = Just InvalidMove
+                      | otherwise = Nothing
+
+isCorrectBoardMove :: GameState -> Move -> Bool
+isCorrectBoardMove game move = isJust (boardAfterMove (stateBoard game) move)
+
+isCorrectStartPiece :: Board -> Piece -> Coordinates -> Bool
+isCorrectStartPiece board (Piece color pieceType) coordinates
+        = case boardPiece of
+                  Nothing -> False
+                  Just (Piece color' pieceType') -> color == color' && pieceType == pieceType'
+        where boardPiece = getPiece board coordinates
+
+isCorrectPlayer :: GameState -> Move -> Bool
+isCorrectPlayer game = isRightPlayerMove (currentPlayer game)
+
+isRightPlayerMove :: Color -> Move -> Bool
+isRightPlayerMove player (Movement (Piece color _) _ _) = player == color
+isRightPlayerMove player (Capture (Piece color _) _ _) = player == color
+isRightPlayerMove player (Castling color _) = player == color
+isRightPlayerMove player (EnPassant (Piece color _) _ _) = player == color
+isRightPlayerMove player (Promotion (Piece color _) _ _ _) = player == color
+isRightPlayerMove player (PawnDoubleMove (Piece color _) _ _) = player == color
+
+areCoordinatesValid :: Coordinates -> Coordinates -> Maybe MoveError
+areCoordinatesValid start end | start == end = Just InvalidCoordinates
+                              | not (isInsideBoard start) || not (isInsideBoard end) = Just InvalidCoordinates
+                              | otherwise = Nothing
+
+generateAllRookMoves :: GameState -> Coordinates -> [Move]
+generateAllRookMoves game coords = patternMoves game coords rookPattern
+
+generateAllBishopMoves :: GameState -> Coordinates -> [Move]
+generateAllBishopMoves game coords = patternMoves game coords bishopPattern
+
+generateAllQueenMoves :: GameState -> Coordinates -> [Move]
+generateAllQueenMoves game coords = patternMoves game coords queenPattern
+
+generateAllKnightMoves :: GameState -> Coordinates -> [Move]
+generateAllKnightMoves game coords = map (Movement piece coords) emptySquares
+                                     ++ map (Capture piece coords) opponentSquares
+        where squares = filter isInsideBoard [sumSquares coords jump | jump <- knightPattern]
+              board = stateBoard game
+              emptySquares = filter (isEmpty board) squares
+              piece@(Piece player _) = fromJust $ getPiece board coords
+              opponentSquares = filter (\square -> isOpponentSquare board square player) squares
+
+generateAllKingMoves :: GameState -> Coordinates -> [Move]
+generateAllKingMoves game coords = map (Movement piece coords) moveSquares
+                                   ++ map (Capture piece coords) captureSquares
+                                   ++ kingCastlingMoves game coords
+        where board = stateBoard game
+              piece = fromJust $ getPiece board coords
+              moveSquares = kingMoveSquares game coords
+              captureSquares = kingCaptureSquares game coords
+
+generateAllPawnMoves :: GameState -> Coordinates -> [Move]
+generateAllPawnMoves game coords@(row, _) = move ++ doubleMove ++ captures ++ promotions ++ enpassant
+        where board = stateBoard game
+              (Piece player _) = fromJust $ getPiece board coords
+              isOnStartRow = case player of
+                                     White -> row == 6
+                                     Black -> row == 1
+              isNextToPromotionRow = case player of
+                                             White -> row == 1
+                                             Black -> row == 6
+              moveDirection = case player of
+                              White -> -1
+                              Black -> 1
+              moveSquare = sumSquares coords (moveDirection, 0)
+              doubleMoveSquare = sumSquares coords (moveDirection * 2, 0)
+              captureSquares = map (sumSquares coords) [(moveDirection, -1), (moveDirection, 1)]
+              move = [Movement (Piece player Pawn) coords moveSquare | isEmpty board moveSquare && not isNextToPromotionRow]
+              doubleMove = [PawnDoubleMove (Piece player Pawn) coords doubleMoveSquare | isEmpty board moveSquare && isEmpty board doubleMoveSquare && isOnStartRow]
+              capture square = [Capture (Piece player Pawn) coords square | isOpponentSquare board square player && not isNextToPromotionRow]
+              captures = concatMap capture captureSquares
+              promotionCapture square = if isOpponentSquare board square player
+                                        then map (Promotion (Piece player Pawn) coords square) [Rook, Bishop, Knight, Queen]
+                                        else []
+              promotionMove square = if isEmpty board square
+                                     then map (Promotion (Piece player Pawn) coords square) [Rook, Bishop, Knight, Queen]
+                                     else []
+              promotions = if isNextToPromotionRow
+                           then concatMap promotionCapture captureSquares ++ promotionMove moveSquare
+                           else []
+              epSquare = enPassantSquare game
+              enpassant = case epSquare of
+                                  Just square -> [EnPassant (Piece player Pawn) coords square | square `elem` captureSquares]
+                                  Nothing -> []
+
+kingMoveSquares :: GameState -> Coordinates -> [Coordinates]
+kingMoveSquares game start = emptySquares
+        where allSquares = map (sumSquares start) queenPattern
+              board = stateBoard game
+              emptySquares = filter (isEmpty board) $ filter isInsideBoard allSquares
+
+kingCaptureSquares :: GameState -> Coordinates -> [Coordinates]
+kingCaptureSquares game start = opponentSquares
+        where allSquares = map (sumSquares start) queenPattern
+              board = stateBoard game
+              (Piece player _) = fromJust $ getPiece board start
+              opponentSquares = filter (\square -> isOpponentSquare board square player) $ filter isInsideBoard allSquares
+
+kingCastlingMoves :: GameState -> Coordinates -> [Move]
+kingCastlingMoves game coords = map (Castling player) $ filter (isCastlingPossible game player) [Long, Short]
+        where board = stateBoard game
+              (Piece player _) = fromJust $ getPiece board coords
+
+isCastlingPossible :: GameState -> Color -> CastlingType -> Bool
+isCastlingPossible game player castling = castling `elem` possibleCastlings player && all (isEmpty board) squares && traverseSquaresNotThreatened
+        where squares = castlingSquares player castling
+              board = stateBoard game
+              possibleCastlings White = whiteCastlingsPossible game
+              possibleCastlings Black = blackCastlingsPossible game
+              kingSquare = if player == White then (7, 4) else (0, 4)
+              traverseSquaresNotThreatened = not $ any (isSquareThreatened board (opponent player)) (kingSquare : squares)
+
+castlingSquares :: Color -> CastlingType -> [Coordinates]
+castlingSquares White Long = [(7, 1), (7, 2), (7, 3)]
+castlingSquares White Short = [(7, 5), (7, 6)]
+castlingSquares Black Long = [(0, 1), (0, 2), (0, 3)]
+castlingSquares Black Short = [(0, 5), (0, 6)]
+
+patternMoves :: GameState -> Coordinates -> [(Int, Int)] -> [Move]
+patternMoves game start pattern
+        = concat [movementsInDirection game start dir | dir <- pattern]
+        ++ concat [capturesInDirection game start dir | dir <- pattern]
+
+movementsInDirection :: GameState -> Coordinates -> (Int, Int) -> [Move]
+movementsInDirection game start direction = map (Movement piece start) squares
+        where piece = fromJust $ getPiece (stateBoard game) start
+              squares = iterateMovementSquares game start direction
+
+capturesInDirection :: GameState -> Coordinates -> (Int, Int) -> [Move]
+capturesInDirection game start direction = map (Capture piece start) squares
+        where piece = fromJust $ getPiece (stateBoard game) start
+              squares = iterateCaptureSquares game start direction
+
+iterateMovementSquares :: GameState -> Coordinates -> (Int, Int) -> [Coordinates]
+iterateMovementSquares = iterateDirection isEmptySquare
+        where isEmptySquare game' = isEmpty (stateBoard game')
+
+iterateCaptureSquares :: GameState -> Coordinates -> (Int, Int) -> [Coordinates]
+iterateCaptureSquares game start direction = case squaresNotEmpty of
+                                                     [] -> []
+                                                     (first:_) -> [first | isOpponentSquare board first player]
+        where squares = iterateDirectionInsideBoard start direction
+              board = stateBoard game
+              (Piece player _) = fromJust $ getPiece board start
+              squaresNotEmpty = dropWhile (isEmpty board) squares
+
+iterateDirection :: (GameState -> Coordinates -> Bool) -> GameState -> Coordinates -> (Int, Int) -> [Coordinates]
+iterateDirection condition game start direction = takeWhile (condition game) squares
+        where squares = iterateDirectionInsideBoard start direction
+
+generateAllPotentialMoves :: GameState -> [Move]
+generateAllPotentialMoves game = concatMap (generateSquareMoves game) squares
+        where player = currentPlayer game
+              board = stateBoard game
+              squares = getSquaresWithOwner board player
+
+generateSquareMoves :: GameState -> Coordinates -> [Move]
+generateSquareMoves game coordinates = case getPiece board coordinates of
+                                               Nothing -> []
+                                               Just (Piece _ Pawn) -> generateAllPawnMoves game coordinates
+                                               Just (Piece _ Rook) -> generateAllRookMoves game coordinates
+                                               Just (Piece _ Bishop) -> generateAllBishopMoves game coordinates
+                                               Just (Piece _ Queen) -> generateAllQueenMoves game coordinates
+                                               Just (Piece _ King) -> generateAllKingMoves game coordinates
+                                               Just (Piece _ Knight) -> generateAllKnightMoves game coordinates
+        where board = stateBoard game
+
+boardAfterMove :: Board -> Move -> Maybe Board
+boardAfterMove board (Movement _ from to) = movePiece from to board
+boardAfterMove board (Capture _ from to) = movePiece from to board
+boardAfterMove board (PawnDoubleMove _ from to) = movePiece from to board
+boardAfterMove board (Castling White Long) = movePiece (7, 0) (7, 3) board >>= movePiece (7, 4) (7, 2)
+boardAfterMove board (Castling White Short) = movePiece (7, 7) (7, 5) board >>= movePiece (7, 4) (7, 6)
+boardAfterMove board (Castling Black Long) = movePiece (0, 0) (0, 3) board >>= movePiece (0, 4) (0, 2)
+boardAfterMove board (Castling Black Short) = movePiece (0, 7) (0, 5) board >>= movePiece (0, 4) (0, 6)
+boardAfterMove board (EnPassant (Piece player _) from to@(row, col)) = movePiece from to (removePiece board (epSquare player))
+        where epSquare White = (row + 1, col)
+              epSquare Black = (row - 1, col)
+
+boardAfterMove board (Promotion (Piece player _) from to promotiontype) =
+                case movePiece from to board of
+                        Just newboard -> Just $ addPiece newboard to (Piece player promotiontype)
+                        Nothing -> Nothing
diff --git a/src/Chess/Internal/Notation.hs b/src/Chess/Internal/Notation.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess/Internal/Notation.hs
@@ -0,0 +1,82 @@
+module Chess.Internal.Notation (parseMove, parseCoordinateNotation, parseCoordinateStringWithPromotion) where
+
+import Chess.Internal.Move
+import Chess.Internal.Board
+import Chess.Internal.Piece
+import Data.List
+import Data.Char
+import Data.Attoparsec.Text
+import qualified Data.Text as T
+import Control.Applicative
+
+parseMove :: GameState -> String -> Maybe Move
+parseMove = parseCoordinateNotation
+
+parseCoordinateNotation :: GameState -> String -> Maybe Move
+parseCoordinateNotation game moveString = case parseOnly parseCoordinateStringWithPromotion (T.pack moveString) of
+                                              Left _ -> Nothing
+                                              Right (start, end, promotion) -> findMoveForCoordinates game start end promotion
+
+findMoveForCoordinates :: GameState -> Coordinates -> Coordinates -> Maybe PieceType -> Maybe Move
+findMoveForCoordinates game start end Nothing | length moves == 1 = Just $ head moves
+        where moves = findMovesMatchingCoordinates game start end
+findMoveForCoordinates game start end (Just promotion) = findPromotionMove start end promotion moves
+        where moves = findMovesMatchingCoordinates game start end
+findMoveForCoordinates _ _ _ _ = Nothing
+
+findPromotionMove :: Coordinates -> Coordinates -> PieceType -> [Move] -> Maybe Move
+findPromotionMove start end promotion = find matchPromotionMove
+        where matchPromotionMove (Promotion _ s e p) = s == start && e == end && p == promotion
+              matchPromotionMove _ = False
+
+findMovesMatchingCoordinates :: GameState -> Coordinates -> Coordinates -> [Move]
+findMovesMatchingCoordinates game start end = filter (coordinatesMatch start end) allMoves
+        where allMoves = generateAllMoves game
+
+coordinatesMatch :: Coordinates -> Coordinates -> Move -> Bool
+coordinatesMatch start end (Movement _ from to) = from == start && to == end
+coordinatesMatch start end (Capture _ from to) = from == start && to == end
+coordinatesMatch start end (EnPassant _ from to) = from == start && to == end
+coordinatesMatch start end (PawnDoubleMove _ from to) = from == start && to == end
+coordinatesMatch start end (Promotion _ from to _) = from == start && to == end
+coordinatesMatch start end (Castling White Short) = start == (7, 4) && end == (7, 6)
+coordinatesMatch start end (Castling White Long) = start == (7, 4) && end == (7, 2)
+coordinatesMatch start end (Castling Black Short) = start == (0, 4) && end == (0, 6)
+coordinatesMatch start end (Castling Black Long) = start == (0, 4) && end == (0, 2)
+
+parseCoordinateStringWithPromotion :: Parser (Coordinates, Coordinates, Maybe PieceType)
+parseCoordinateStringWithPromotion = do (coord1, coord2) <- parseCoordinateString
+                                        promotion <- parsePromotion
+                                        endOfInput
+                                        return (coord1, coord2, promotion)
+
+parseCoordinateString :: Parser (Coordinates, Coordinates)
+parseCoordinateString = do coord1 <- parseCoordinates
+                           _ <- char '-'
+                           coord2 <- parseCoordinates
+                           return (coord1, coord2)
+
+parseCoordinates :: Parser Coordinates
+parseCoordinates = do column <- letter
+                      row <- digit
+                      case parseCoordinate [toLower column, row] of
+                              Just coordinates -> return coordinates
+                              Nothing -> fail "Could not parse coordinate"
+
+parsePromotion :: Parser (Maybe PieceType)
+parsePromotion = (Just <$> parsePromotionEqualSign) <|> (Just <$> parsePromotionParenthesis) <|> return Nothing
+
+parsePromotionEqualSign :: Parser PieceType
+parsePromotionEqualSign = do _ <- char '='
+                             promotionChar <- satisfy (`elem` "NBRQ")
+                             case parsePieceType promotionChar of
+                                     Just piece -> return piece
+                                     Nothing -> fail "Invalid promotion piecetype"
+
+parsePromotionParenthesis :: Parser PieceType
+parsePromotionParenthesis = do _ <- char '('
+                               promotionChar <- satisfy (`elem` "NBRQ")
+                               _ <- char ')'
+                               case parsePieceType promotionChar of
+                                       Just piece -> return piece
+                                       Nothing -> fail "Invalid promotion piecetype"
diff --git a/src/Chess/Internal/Piece.hs b/src/Chess/Internal/Piece.hs
new file mode 100644
--- /dev/null
+++ b/src/Chess/Internal/Piece.hs
@@ -0,0 +1,36 @@
+module Chess.Internal.Piece (Piece(..), Color(..), PieceType(..), opponent, printPiece,
+                    parsePiece, parsePieceType) where
+
+import Data.Char
+
+data Piece = Piece Color PieceType
+           deriving (Show, Eq)
+
+data Color = White | Black
+           deriving (Show, Eq)
+
+data PieceType = Pawn | Knight | Bishop | Rook | Queen | King
+           deriving (Show, Eq)
+
+opponent :: Color -> Color
+opponent White = Black
+opponent Black = White
+
+pieceChars :: [(PieceType, Char)]
+pieceChars = [(Pawn, 'P'), (Knight, 'N'), (Bishop, 'B'), (Rook, 'R'), (Queen, 'Q'), (King, 'K')]
+
+printPiece :: Piece -> String
+printPiece (Piece color pieceType) = case color of
+                               White -> [toUpper c]
+                               Black -> [toLower c]
+    where (Just c) = lookup pieceType pieceChars
+
+parsePiece :: Char -> Maybe Piece
+parsePiece c = do
+  pieceType <- parsePieceType c
+  return (if isUpper c then Piece White pieceType else Piece Black pieceType)
+
+parsePieceType :: Char -> Maybe PieceType
+parsePieceType c = rlookup (toUpper c) pieceChars
+    where rlookup x = lookup x . map swap
+          swap (x, y) = (y, x)
diff --git a/test/HLint.hs b/test/HLint.hs
new file mode 100644
--- /dev/null
+++ b/test/HLint.hs
@@ -0,0 +1,15 @@
+module Main (main) where
+
+import Language.Haskell.HLint (hlint)
+import System.Exit (exitFailure, exitSuccess)
+
+arguments :: [String]
+arguments =
+    [ "src"
+    , "test"
+    ]
+
+main :: IO ()
+main = do
+    hints <- hlint arguments
+    if null hints then exitSuccess else exitFailure
diff --git a/test/Spec.hs b/test/Spec.hs
new file mode 100644
--- /dev/null
+++ b/test/Spec.hs
@@ -0,0 +1,15 @@
+import Test.Hspec
+import GameTests
+import NotationTests
+import BoardTests
+import FENTests
+import MoveTests
+import PieceTests
+
+main :: IO ()
+main = do gameSpec
+          notationSpec
+          boardSpec
+          fenSpec
+          moveSpec
+          pieceSpec
